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Everything posted by faultydefense
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i'm sorry...but this is like the ORIGINAL combo into sidewinder...was around back in GG: slash you learn other combos for the sole purpose of saving the bar you would spend on this one, but its the bread and butter
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where's kobe when you need him kobe doesn't pass the controller when he loses though :p
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come to texas...no one will play me gg
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in CS you can do whatever the fuck you want with bang
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ty for vid link, great combos something of note It may be a matter of just how you time HSVD, but 6P > 5S > HSVD automatically jump installs for me, might have something to do with the up motion of the HSVD so I don't know if its a bug. Tested in training mode and versus, may just be a console thing.
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some tips, if you see chipp teleport, push slash, if he did K, HS, D (or a close range P) teleport then he'll get hit by Venom's c.S its not really about staying aerial as it is staying mobile, Venom has some of the best anti-airs in the game...3 of them in fact. Its not really a fun match-up though if you give me some specific situations you're having problems with maybe i can give you advice, but overall its just a match venom has to take very carefully and the more you play it the more you'll learn what you can get away with. carcass raid can be a good idea, but if any character can get in and punish using it haphazardly, you can bet your ass chipp is near the top of that list One option is to fake SA and CR, but if you have the time to do that, its probably better to get a dry summon. K ball and P ball all day if you can. I have to disagree with the sticking to the air strategy personally, venom's strong points are his long range zoning on the ground, and strong anti-air game. He's near the best at getting damage making people jump at HIM. But chipp, being the mobile fucker he is, CAN get in, so again its more about just being mobile. Be careful, but keep moving, and you might force a mistake. Watch out for gamma blade, and if they're spamming low to the grounds alpha blades, just learn when to block and punish...those kinda chipps wind up killing themselves In general though...characters like chipp, millia, and jam will frustrate you by how few pool balls you get to use when you're not the one rushing down.
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combo into stun from a throw? jesus christ i spent some time earlier tryin some of those combos, i'm not a may vet and 6H into SVD confused the shit out of me for the longest time...i was tryin to charge 6H some...finally able to do it...sometimes but from that vid, i spent like 20 minutes tryin to do one jump installed 6P > 5S > HSVD (FRC > j.66...) man...if you learn to stun off any counter hit i can see it being rediculous, but that shit is haaaaaard edit in some training mode fun, with ideas borrowed from the vid: 6H > SVD FRC > j.H > 6H > SVD FRC > SVD > 5P > 5S (JI) > 5H > HSVD FRC > j.66 j.H > HSVD (reversed) > 5S > HSVD > Mayhound - tested on chipp, deals 380~ dmg double edit, more fun, this one on i-no 6H > SVD FRC > j.2H > HSVD FRC > HSHD FB > iad j.S > j.H > HSVD > HSHD FB > 5S > 5H > HSVD triple edit, since its all similiar combos this one on ky 6H > SVD FRC > j.H > 6H > SVD > 5S > SVD > 5P > 5S (JI) > 5H > HSVD FRC > j.66 > j.H (crossup, land on other side of ky) > SVD > 5P > HSVD > Mayhound > HSHD
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after 5D hold up (or up+forward), j.D j.D, release up, then tap up again to get the double jump, then while you're falling hit D, you want to hit it as low to the ground as possible (which makes this combo somewhat character specific) guessing you know the directional inputs like 5D and 2H while i'm not saying people here couldnt land that combo, that is one of the more difficult ones and I doubt anyone anywhere (japan included) would aim for it in a critical match (its more for combo vids), go for it if you want though, would certainly land you props when you hit it but you can do similiar damage for less effort
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for lols can do X > X > 6C > j.D l> 623B > d.6C > j.D l> 623B > d.6C > dj.C on tager, looks neat, but does less than bnb and if they're in the corner, depending on where it is in the combo, can land 3-5 critical crashes in a row, does ass damage after 2 but good for breaking their spirit :p
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lol nah, anytime you touch someone anywhere lower than double jump range, odds are you can turn it into a full combo ie, 6B > 2A > 5B > 632B > (daifunka, or d.623B, or 2B, or 5B) > 623B > (Daifunka, air tech trap, or ) d.6C or 5D > j.4C > dj.4C > dj.C > j.236A go into easy super, go for another seal, go for oki, go for nail tech....like anything you want off almost any hit
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http://www.youtube.com/watch?v=sG_zcNB7GVc dora combos into FRKZ and keeps it goin
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
faultydefense replied to tataki's topic in Archive
214214B -
god i wanna play guilty gear... edit: 20 bucks says steve plays litchi in CS
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the combos aren't hard at all, not to mention all the old CT combos still work if people wanted, and they're easier
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because we're not all extremely picky...
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Kurum's just salty because he left and lives in the middle of nowhere now. Also, I'm the best saber in america (unproven but willing to prove if i could just find people to play...) if you wanna get down on some fate/unlimited codes :p I've played you online, but its been a while i think...i don't really wanna play anymore CT since I live next to an arcade with CS and my main got so much better in it... but I may be down on random occasions, and I'm always looking for excuses to play guilty gear hint hint wink wink
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srry for the mis-info...no one plays tao here cept me on occasion...
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Depending on how much of my project I have done, I may be available wednesday, thursday is probably a no go for sure though Though I still have to turn in an assignment online by the end of the week, today is the last day of finals i'm fuckin stoked and ready to celebrate with some whoopass
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
if you were talking about the 12th, it looks like i will indeed be going, if the tourney's are only 5 bucks, i may end up entering everything...someone teach me gundam -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
paprika is pretty cool, the title song is really neat too "the girl in byakkoya" -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
i might go too AAAAAAAAAHHHH! -
So it went from never to once since CS came out... I'm telling you it does
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
faultydefense replied to tataki's topic in Archive
i still dont like bang's get ins vs carl...its not super stacked anymore though -
how many times do you see 6C get blocked...
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6C takes a guard primer , nvm, toki mentioned it 6B combos without counter hit, but only sometimes what i think it is, if you 6B them and it hits them standing, they can tech before you can link a 2A, but if you hit them crouching you have time to 2A them before they tech his new super almost has no backward hitbox, like if you were to cut him in half as he does that pose with both arms out, its got to hit his front arm to connect, I did it as a guy was standing on my head, just barely behind me, and it wiffed him. and yes his CA seems the same